Dungeon Mapper with olc::PixelGameEngine

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This is the conclusion to my Zooming application, some bugs along the way, but it was a very good learning experience. I apologize for my poor speech cadence and tempo, as off the cuff train of the thought is not my strong suit, and my mind often goes off in random directions!

Some investigation of the scrollbar, was an easy issue issue - again a problem with integer / float division. A simple weighting of the value +0.5 fixed, but now there is empty space at the end of the scroll. I would ideally wish this to work without any magic numbers weighting the value in one direction, and may revisit this routine.

This is my first real fully functioning application with an accessible interface, some I plan on using it for my playthrough of Legend of Grimrock 2 to make maps for old school mode.

A lot of bugs are still present, and some very simple problems have caused a large amount of headache to fix. It really highlighted the importance of a very will defined and consistent methodology to use while programming, consistent naming practices, and clean use of memory management.

This source is still an absolute mess due to scope change, with a lot of convoluted logic statements, which are the biggest hurdle in determining where/why a bug is presenting.

A big shoutout and thanks to @javidx9 , his tutorials, the olc::PixelGameEngine and the OLC community, without which I would have probably still be struggling with how to translate abstract concepts into using code to solve real world problems.
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Need to make it where I can cast lightning bolt.

smijman